How funny are games?:violent content and studio well-being

Stacey, Patrick and Thomas, David (2013) How funny are games?:violent content and studio well-being. In: Changing the rules of the game. Palgrave, Basingstoke. ISBN 9780230303539

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Abstract

This chapter focuses on the twin responsibilities of game studios for the social groups they create content for and employ. Through two nascent and ongoing empirical studies we empirically investigate the contextual forces of violent game development and gamework well-being. Our analysis draws on the theory of interpretive schemes (e.g. Bartunek, 1984), which is a structurationist framework that fits well with the themes of violence and well-being. The chapter is organized as follows: key motivations, prior literatures, a theoretical framework, the research approach and methods used. We then present two empirical studies regarding violent game development and gamework well-being; each contains a case study, analysis and conceptualization. These are followed by a synthesized discussion, implications and conclusion.

Item Type:
Contribution in Book/Report/Proceedings
Uncontrolled Keywords:
/dk/atira/pure/subjectarea/aacsb/disciplinebasedresearch
Subjects:
?? WELL-BEINGVIOLENCEGAMESMANAGEMENT SCIENCEHB ECONOMIC THEORYDISCIPLINE-BASED RESEARCH ??
ID Code:
67214
Deposited By:
Deposited On:
15 Oct 2013 13:19
Refereed?:
No
Published?:
Published
Last Modified:
18 Sep 2023 02:28